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curvy at small scale?
#4
You are right, it didn't work as expected for things this small.
This bug will be fixed in the next curvy version. But for now, here is a quick fix for you:
In SplineInputModulBase.cs, line 146, replace
Code:
raster.Resolution = Mathf.Max(raster.Resolution, 2);
with
Code:
raster.Resolution = Mathf.Max(raster.Resolution, Mathf.Max(spline.CacheSize, 2));
For a 1cm radius circle with the default cache density value, it will produce a wire with a triangular cross section. I think that most games don't want to waste more polygons on something that small. But if you need Curvy to produce more detailed mesh, let me know and I will show you how.
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
Reply


Messages In This Thread
curvy at small scale? - by hawken - 02-06-2018, 09:30 AM
RE: curvy at small scale? - by _Aka_ - 02-06-2018, 12:13 PM
RE: curvy at small scale? - by hawken - 02-07-2018, 11:51 AM
RE: curvy at small scale? - by _Aka_ - 02-07-2018, 02:25 PM
RE: curvy at small scale? - by hawken - 02-08-2018, 10:27 AM
RE: curvy at small scale? - by _Aka_ - 02-08-2018, 01:36 PM
RE: curvy at small scale? - by hawken - 02-09-2018, 03:18 AM
RE: curvy at small scale? - by hawken - 02-12-2018, 08:16 AM
RE: curvy at small scale? - by _Aka_ - 02-12-2018, 12:04 PM
RE: curvy at small scale? - by _Aka_ - 02-09-2018, 02:39 PM
RE: curvy at small scale? - by hawken - 02-10-2018, 06:04 AM
RE: curvy at small scale? - by hawken - 02-13-2018, 09:33 AM
RE: curvy at small scale? - by _Aka_ - 02-13-2018, 11:18 PM
RE: curvy at small scale? - by hawken - 02-14-2018, 03:09 AM

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